/*
 * MegaAero - Copyright (C) 2007 Jay Lawson
 *  This program is free software; you can redistribute it and/or modify it
 *  under the terms of the GNU General Public License as published by the Free
 *  Software Foundation; either version 2 of the License, or (at your option)
 *  any later version.
 *
 *  This program is distributed in the hope that it will be useful, but
 *  WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
 *  or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
 *  for more details.
 */
/*
 * Created on Jun 17, 2007
 *
 */
package megamek.common;

import java.io.Serializable;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.Iterator;
import java.util.Map;
import java.util.Set;
import java.util.Vector;

/**
 * @author Jay Lawson
 * Fighter squadrons are basically "containers" for a bunch of fighters.
 */
public class FighterSquadron extends Aero implements Transporter, Serializable {

    private static final long serialVersionUID = 3491212296982370726L;

    public static int MAX_SIZE = 6;

    public Vector<Aero> fighters = new Vector<Aero>();

    //fighter squadrons need to keep track of heat capacity apart from their fighters
    private int heatcap = 0;


    public FighterSquadron() {
        setChassis("Squadron");
        setModel("");
    }

    /*
     * construct fighter squadron with a specific name
     */
    public FighterSquadron(String name) {
        setChassis(name.trim() + " Squadron");
        setModel("");
    }

    @Override
    public double getCost() {
        double cost = 0.0;
        for(Aero fighter : fighters) {
            cost += fighter.getCost();
        }
        return cost;
    }

    /**
     * overrides the default {@link Entity#isCapitalFighter()} with true
     */
    @Override
    public boolean isCapitalFighter() {
        return true;
    }

    public int getN0Fighters() {
        return fighters.size();
    }


    public int getNFighters() {
        int n = 0;
        for(Aero fighter : fighters) {
            if(!fighter.isDestroyed() && !fighter.isDoomed()) {
                n++;
            }
        }
        return n;
    }

    @Override
    public int get0SI() {
        if(fighters.size() < 1) {
            return 0;
        }
        int si = Integer.MAX_VALUE;
        for(Aero fighter : fighters) {
            if(!fighter.isDestroyed() && !fighter.isDoomed()) {
                if(fighter.getSI() < si) {
                    si = fighter.getSI();
                }
            }
        }
        return si;
    }

    @Override
    public int getSI() {
        if(fighters.size() < 1) {
            return 0;
        }
        int si = Integer.MAX_VALUE;
        for(Aero fighter : fighters) {
            if(!fighter.isDestroyed() && !fighter.isDoomed()) {
                if(fighter.getSI() < si) {
                    si = fighter.getSI();
                }
            }
        }
        return si;
    }

    public Aero getFighter(int loc) {
        if(loc > fighters.size()) {
            return fighters.firstElement();
        }
        return fighters.get(loc);
    }

    public Vector<Aero> getFighters() {
        return fighters;
    }

    @Override
    public int getTotalArmor() {
        int armor = 0;
        for(Aero fighter : fighters) {
            armor += fighter.getCapArmor();
        }
        return armor;
    }

    @Override
    public int getTotalOArmor() {
        int armor = 0;
        for(Aero fighter : fighters) {
            armor += fighter.getCap0Armor();
        }
        return armor;
    }

    /**
     * Returns the percent of the armor remaining
     */
    @Override
    public double getArmorRemainingPercent() {
        if (getTotalOArmor() == 0) {
            return IArmorState.ARMOR_NA;
        }
        return ((double) getTotalArmor() / (double) getTotalOArmor());
    }

    @Override
    public int getWalkMP(boolean gravity, boolean ignoreheat) {
        if(fighters.size() < 1) {
            return 0;
        }
        int mp = Integer.MAX_VALUE;
        for(Aero fighter : fighters) {
            if(!fighter.isDestroyed() && !fighter.isDoomed()) {
                if(fighter.getWalkMP(gravity, ignoreheat) < mp) {
                    mp = fighter.getWalkMP(gravity, ignoreheat);
                }
            }
        }
        return mp;
    }

    @Override
    public int getFuel() {
        if(fighters.size() < 1) {
            return 0;
        }
        int fuel = Integer.MAX_VALUE;
        for(Aero fighter : fighters) {
            if(!fighter.isDestroyed() && !fighter.isDoomed()) {
                if(fighter.getFuel() < fuel) {
                    fuel = fighter.getFuel();
                }
            }
        }
        return fuel;
    }

    /*
     * base this on the max size of the fighter squadron, since the initial size can fluctuate due to joining
     * and splitting
     */
    @Override
    public double getInternalRemainingPercent() {
        return ((double)getNFighters() / (double)MAX_SIZE);
    }

    @Override
    public boolean hasTargComp() {

        int nTC = 0;
        for(Entity fighter : fighters) {
            //if any fighter doesn't have it, then return false
            if(fighter.hasTargComp() && !fighter.isDestroyed() && !fighter.isDoomed()) {
                nTC++;
            }
        }
        double propTC = (double)nTC / (double)getNFighters();
        return propTC >= 0.5;

    }

    @Override
    public boolean hasActiveECM() {
        if(!game.getOptions().booleanOption("stratops_ecm") || !game.getBoard().inSpace()) {
            return super.hasActiveECM();
        }
        return getECMRange() > Entity.NONE;
    }

    /**
     * Do units loaded onto this entity still have active ECM/ECCM/etc.?
     */
    @Override
    public boolean loadedUnitsHaveActiveECM() {
        return true;
    }

    @Override
    public PilotingRollData addEntityBonuses(PilotingRollData prd)
    {

        //movement effects
        //some question as to whether "above safe thrust" applies to thrust or velocity
        //I will treat it as thrust until it is resolved
        if(moved == IEntityMovementType.MOVE_OVER_THRUST) {
            prd.addModifier(+1, "Used more than safe thrust");
        }
        int vel = getCurrentVelocity();
        int vmod = vel - (2*getWalkMP());
        if(vmod > 0) {
            prd.addModifier(vmod, "Velocity greater than 2x safe thrust");
        }

        //add in atmospheric effects later
        if(game.getBoard().inAtmosphere()) {
            prd.addModifier(+2, "Atmospheric operations");

            prd.addModifier(-1,"fighter/small craft");
        }

        //according to personal communication with Welshman, the normal crit penalties are added up
        //across the fighter squadron
        for(Aero fighter : fighters) {
            if(fighter.isDestroyed() || fighter.isDoomed()) {
                continue;
            }
            int avihits = fighter.getAvionicsHits();

            if(avihits > 0 && avihits<3) {
                prd.addModifier(avihits, "Avionics Damage");
            }

            //this should probably be replaced with some kind of AVI_DESTROYED boolean
            if(avihits >= 3) {
                prd.addModifier(5, "Avionics Destroyed");
            }

            //life support (only applicable to non-ASFs
            if(!hasLifeSupport()) {
                prd.addModifier(+2,"No life support");
            }

            if ( hasModularArmor() ) {
                prd.addModifier(1,"Modular Armor");
            }
        }

        return prd;
    }

    @Override
    public int getClusterMods() {
        int penalty = 0;
        for(Aero fighter : fighters) {
            if(fighter.isDestroyed() || fighter.isDoomed() || fighter.getFCSHits() > 2) {
                continue;
            }
            penalty += fighter.getClusterMods();
        }
        return penalty;
    }

    @Override
    public int calculateBattleValue(boolean ignoreC3, boolean ignorePilot) {
        int bv = 0;
        /*
        for(Aero fighter : fighters) {
            bv += fighter.calculateBattleValue(ignoreC3, ignorePilot);
        }
         */
        return bv;
    }

    /*
     * (non-Javadoc)
     * @see megamek.common.Aero#calculateBattleValue()
     */
    @Override
    public int calculateBattleValue() {
        return calculateBattleValue(false, false);
    }

    @Override
    public int getHeatSinks() {
        int sinks = 0;
        for(Aero fighter : fighters) {
            if(!fighter.isDestroyed() && !fighter.isDoomed()) {
                sinks += fighter.getHeatSinks();
            }
        }
        return sinks;
    }

    @Override
    public int getHeatCapacity() {
        return heatcap;
    }

    public void resetHeatCapacity() {
        int capacity = 0;
        for(Aero fighter : fighters) {
            if(!fighter.isDestroyed() && !fighter.isDoomed()) {
                capacity += fighter.getHeatCapacity();
            }
        }
        heatcap = capacity;
    }

    @Override
    public float getWeight() {
        float weight = 0.0f;
        for(Aero fighter : fighters) {
            if(!fighter.isDestroyed() && !fighter.isDoomed()) {
                weight += fighter.getWeight();
            }
        }
        return weight;
    }

    public double getAveWeight() {
        return getWeight() / getNFighters();
    }



    /***
     * rather than keeping track of weapons on each fighter, every new round just collect the current weapon groups
     * by cycling through each fighter and then create a new weaponGroupList. This will be trickier in terms of
     * using and keeping track of ammo, which is necessary in case squadron splits, but should work otherwise
     */


    /**
     * Fighter Squadron units can only get hit in undestroyed fighters.
     */
    @Override
    public HitData rollHitLocation(int table, int side, int aimedLocation,
            int aimingMode) {

        // If this squadron is doomed or is of size 1 then just return the first one
        if (isDoomed() || getNFighters() < 2) {
            return new HitData(0);
        }

        // Pick a random number between 0 and the number of fighters in the squadron.
        int loc = Compute.randomInt(getN0Fighters());

        // Pick a new random number if that fighter is destroyed or never existed.
        while (getFighter(loc).isDestroyed() || getFighter(loc).isDoomed()) {
            loc = Compute.randomInt(getN0Fighters());;
        }

        return new HitData(loc);

    }

    @Override
    public HitData rollHitLocation(int table, int side) {
        return rollHitLocation(table, side, LOC_NONE, IAimingModes.AIM_MODE_NONE);
    }

    @Override
    public void newRound(int roundNumber) {
        super.newRound(roundNumber);
        updateWeaponGroups();
        loadAllWeapons();
        updateSkills();
        resetHeatCapacity();
    }

    /**
     * instead of trying to track the individual units weapons, just recompile the weapon groups for this
     * squadron each round
     */
    public void updateWeaponGroups() {
        //first we need to reset all the weapons in our existing mounts to zero until proven otherwise
        Set<String> set= weaponGroups.keySet();
        Iterator<String> iter = set.iterator();
        while(iter.hasNext()) {
            String key = iter.next();
            this.getEquipment(weaponGroups.get(key)).setNWeapons(0);
        }
        //now collect a hash of all the same weapons in each location by id
        Map<String, Integer> groups = new HashMap<String, Integer>();
        for(Aero fighter : fighters) {
            if(fighter.getFCSHits() > 2) {
                //can't fire with no more FCS
                continue;
            }
            for (Mounted mounted : fighter.getWeaponGroupList()) {
                int loc = mounted.getLocation();
                String key = mounted.getType().getInternalName() + ":" + loc;
                if(null == groups.get(key)) {
                    groups.put(key, mounted.getNWeapons());
                } else if (!mounted.getType().hasFlag(WeaponType.F_SPACE_BOMB)) {
                    groups.put(key, groups.get(key) + mounted.getNWeapons());
                }
            }
        }
        //now we just need to traverse the hash and either update our existing equipment or add new ones if there is none
        Set<String> newSet = groups.keySet();
        Iterator<String> newIter = newSet.iterator();
        while(newIter.hasNext()) {
            String key = newIter.next();
            if(null != weaponGroups.get(key)) {
                //then this equipment is already loaded, so we just need to correctly update the number of weapons
                this.getEquipment(weaponGroups.get(key)).setNWeapons(groups.get(key));
            } else {
                //need to add a new weapon
                String name = key.split(":")[0];
                int loc = Integer.parseInt(key.split(":")[1]);
                EquipmentType etype = EquipmentType.get(name);
                Mounted newmount;
                if (etype != null) {
                    try {
                        newmount = addWeaponGroup(etype, loc);
                        newmount.setNWeapons(groups.get(key));
                        weaponGroups.put(key, getEquipmentNum(newmount));
                    } catch (LocationFullException ex) {
                        System.out.println("Unable to compile weapon groups"); //$NON-NLS-1$
                        ex.printStackTrace();
                        return;
                    }
                }
                else if(name != "0"){
                    addFailedEquipment(name);
                }
            }
        }
    }

    /**
     * When fighters are removed it is necessary to unlink all ammo to the squadron's weapons and reload
     * it to ensure that ammo from to the removed fighter does not remain linked
     */
    private void reloadAllWeapons() {
        for(Mounted weapon : getTotalWeaponList()) {
            if(((WeaponType)weapon.getType()).getAmmoType() != AmmoType.T_NA
                    && null != weapon.getLinked() && weapon.getLinked().getType() instanceof AmmoType) {
                weapon.unlink();
            }
        }
    }

    /**
     * update the skills for this squadron
     */
    public void updateSkills() {
        if(getN0Fighters() == 0) {
            return;
        }
        int pilotingTotal = 0;
        int gunneryTotal = 0;
        int gunneryLTotal = 0;
        int gunneryMTotal = 0;
        int gunneryBTotal = 0;
        for(Aero fighter : fighters) {
            if(!fighter.isDestroyed() && !fighter.isDoomed()) {
                pilotingTotal += fighter.crew.getPiloting();
                gunneryTotal += fighter.crew.getGunnery();
                gunneryLTotal += fighter.crew.getGunneryL();
                gunneryMTotal += fighter.crew.getGunneryM();
                gunneryBTotal += fighter.crew.getGunneryB();
            }
        }
        crew.setPiloting(pilotingTotal / getN0Fighters());
        crew.setGunnery(gunneryTotal / getN0Fighters());
        crew.setGunneryL(gunneryTotal / getN0Fighters());
        crew.setGunneryM(gunneryTotal / getN0Fighters());
        crew.setGunneryB(gunneryTotal / getN0Fighters());
    }

    @Override
    public ArrayList<Mounted> getAmmo() {
        ArrayList<Mounted> allAmmo = new ArrayList<Mounted>();
        for(Entity fighter : fighters) {
            allAmmo.addAll(fighter.getAmmo());
        }
        return allAmmo;
    }

    @Override
    public void useFuel(int fuel) {
        for(Aero fighter : fighters) {
            fighter.useFuel(fuel);
        }
    }
    
    @Override
    public ArrayList<Mounted> getBombs() {
        ArrayList<Mounted> allBombs = new ArrayList<Mounted>();
        for(Entity fighter : fighters) {
            allBombs.addAll(fighter.getBombs());
        }
        return allBombs;
    }

    /*
     * The transporter functions
     */

    /**
     * Determines if this object can accept the given unit.  The unit may
     * not be of the appropriate type or there may be no room for the unit.
     *
     * @param   unit - the <code>Entity</code> to be loaded.
     * @return  <code>true</code> if the unit can be loaded,
     *          <code>false</code> otherwise.
     */
    @Override
    public boolean canLoad( Entity unit ) {
        // We must have enough space for the new fighter.
        if ( !unit.isEnemyOf(this) && unit.isFighter()  && fighters.size() < MAX_SIZE) {
            return true;
        }
        //fighter squadrons can also load other fighter squadrons provided there is enough space
        //and the loadee is not empty
        if(unit instanceof FighterSquadron &&  !unit.isEnemyOf(this) && getId() != unit.getId()
                && ((FighterSquadron)unit).getN0Fighters() > 0
                && (fighters.size() + ((FighterSquadron)unit).getN0Fighters()) <= MAX_SIZE) {
            return true;
        }

        return false;
    }

    /**
     * Load the given unit.
     *
     * @param   unit - the <code>Entity</code> to be loaded.
     * @exception - If the unit can't be loaded, an
     *          <code>IllegalArgumentException</code> exception will be thrown.
     */
    @Override
    public void load( Entity unit ) throws IllegalArgumentException {
        // If we can't load the unit, throw an exception.
        if ( !canLoad(unit) ) {
            throw new IllegalArgumentException( "Can not load " +
                    unit.getShortName() +
            " into this squadron. ");
        }
        //if this is a fighter squadron then we actually need to load the individual units
        if(unit instanceof FighterSquadron) {
            fighters.addAll(((FighterSquadron)unit).getFighters());
        } else {
            // Add the unit to our squadron.
            fighters.addElement( (Aero)unit );
        }
        updateWeaponGroups();
        loadAllWeapons();
        updateSkills();
    }

    /**
     * Unload the given unit.
     * TODO: need to strip out ammo
     * @param   unit - the <code>Entity</code> to be unloaded.
     * @return  <code>true</code> if the unit was contained in this space,
     *          <code>false</code> otherwise.
     */
    @Override
    public boolean unload( Entity unit ) {
        // Remove the unit if we are carrying it.
        boolean success = fighters.removeElement( unit );
        updateWeaponGroups();
        reloadAllWeapons();
        updateSkills();
        return success;
    }

    /**
     * Get a <code>List</code> of the units currently loaded into this payload.
     *
     * @return  A <code>List</code> of loaded <code>Entity</code> units.
     *          This list will never be <code>null</code>, but it may be empty.
     *          The returned <code>List</code> is independant from the under-
     *          lying data structure; modifying one does not affect the other.
     */
    @Override
    @SuppressWarnings("unchecked")
    public Vector<Entity> getLoadedUnits() {
        // Return a copy of our list of troops.
        return (Vector<Entity>)fighters.clone();
    }

    /**
     * Return a string that identifies the unused capacity of this transporter.
     *
     * @return A <code>String</code> meant for a human.
     */
    @Override
    public String getUnusedString() {
        return " - " + (MAX_SIZE - fighters.size()) + " units";
    }

    /**
     * Determine if transported units prevent a weapon in the given location
     * from firing.
     *
     * @param   loc - the <code>int</code> location attempting to fire.
     * @param   isRear - a <code>boolean</code> value stating if the given
     *          location is rear facing; if <code>false</code>, the location
     *          is front facing.
     * @return  <code>true</code> if a transported unit is in the way,
     *          <code>false</code> if the weapon can fire.
     */
    @Override
    public boolean isWeaponBlockedAt( int loc, boolean isRear ) {return false;}

    /**
     * If a unit is being transported on the outside of the transporter, it
     * can suffer damage when the transporter is hit by an attack.  Currently,
     * no more than one unit can be at any single location; that same unit
     * can be "spread" over multiple locations.
     *
     * @param   loc - the <code>int</code> location hit by attack.
     * @param   isRear - a <code>boolean</code> value stating if the given
     *          location is rear facing; if <code>false</code>, the location
     *          is front facing.
     * @return  The <code>Entity</code> being transported on the outside
     *          at that location.  This value will be <code>null</code>
     *          if no unit is transported on the outside at that location.
     */
    @Override
    public Entity getExteriorUnitAt( int loc, boolean isRear ) { return null; }

    @Override
    public int getCargoMpReduction() {
        return 0;
    }
}